Files
oak-gpui/crates/vim/src/normal/mark.rs
T
Conrad Irwin 36d51fe4a5 vim: Improve lifecycle (#16477)
Closes #13579

A major painpoint in the Vim crate has been life-cycle management. We
used to have one global Vim instance that tried to track per-editor
state; this led to a number of subtle issues (e.g. #13579, the mode
indicator being global, and quick toggling between windows letting vim
mode's notion of the active editor get out of sync).

This PR changes the internal structure of the code so that there is now
one `Vim` instance per `Editor` (stored as an `Addon`); and the global
stuff is separated out. This fixes the above problems, and tidies up a
bunch of the mess in the codebase.

Release Notes:

* vim: Fixed accidental visual mode in project search and go to
references
([#13579](https://github.com/zed-industries/zed/issues/13579)).
2024-08-20 20:48:50 -06:00

143 lines
4.8 KiB
Rust

use std::{ops::Range, sync::Arc};
use editor::{
display_map::{DisplaySnapshot, ToDisplayPoint},
movement,
scroll::Autoscroll,
Anchor, Bias, DisplayPoint,
};
use gpui::ViewContext;
use language::SelectionGoal;
use crate::{
motion::{self, Motion},
state::Mode,
Vim,
};
impl Vim {
pub fn create_mark(&mut self, text: Arc<str>, tail: bool, cx: &mut ViewContext<Self>) {
let Some(anchors) = self.update_editor(cx, |_, editor, _| {
editor
.selections
.disjoint_anchors()
.iter()
.map(|s| if tail { s.tail() } else { s.head() })
.collect::<Vec<_>>()
}) else {
return;
};
self.marks.insert(text.to_string(), anchors);
self.clear_operator(cx);
}
// When handling an action, you must create visual marks if you will switch to normal
// mode without the default selection behavior.
pub(crate) fn store_visual_marks(&mut self, cx: &mut ViewContext<Self>) {
if self.mode.is_visual() {
self.create_visual_marks(self.mode, cx);
}
}
pub(crate) fn create_visual_marks(&mut self, mode: Mode, cx: &mut ViewContext<Self>) {
let mut starts = vec![];
let mut ends = vec![];
let mut reversed = vec![];
self.update_editor(cx, |_, editor, cx| {
let (map, selections) = editor.selections.all_display(cx);
for selection in selections {
let end = movement::saturating_left(&map, selection.end);
ends.push(
map.buffer_snapshot
.anchor_before(end.to_offset(&map, Bias::Left)),
);
starts.push(
map.buffer_snapshot
.anchor_after(selection.start.to_offset(&map, Bias::Right)),
);
reversed.push(selection.reversed)
}
});
self.marks.insert("<".to_string(), starts);
self.marks.insert(">".to_string(), ends);
self.stored_visual_mode.replace((mode, reversed));
self.clear_operator(cx);
}
pub fn jump(&mut self, text: Arc<str>, line: bool, cx: &mut ViewContext<Self>) {
self.pop_operator(cx);
let anchors = match &*text {
"{" | "}" => self.update_editor(cx, |_, editor, cx| {
let (map, selections) = editor.selections.all_display(cx);
selections
.into_iter()
.map(|selection| {
let point = if &*text == "{" {
movement::start_of_paragraph(&map, selection.head(), 1)
} else {
movement::end_of_paragraph(&map, selection.head(), 1)
};
map.buffer_snapshot
.anchor_before(point.to_offset(&map, Bias::Left))
})
.collect::<Vec<Anchor>>()
}),
"." => self.change_list.last().cloned(),
_ => self.marks.get(&*text).cloned(),
};
let Some(anchors) = anchors else { return };
let is_active_operator = self.active_operator().is_some();
if is_active_operator {
if let Some(anchor) = anchors.last() {
self.motion(
Motion::Jump {
anchor: *anchor,
line,
},
cx,
)
}
return;
} else {
self.update_editor(cx, |_, editor, cx| {
let map = editor.snapshot(cx);
let mut ranges: Vec<Range<Anchor>> = Vec::new();
for mut anchor in anchors {
if line {
let mut point = anchor.to_display_point(&map.display_snapshot);
point = motion::first_non_whitespace(&map.display_snapshot, false, point);
anchor = map
.display_snapshot
.buffer_snapshot
.anchor_before(point.to_point(&map.display_snapshot));
}
if ranges.last() != Some(&(anchor..anchor)) {
ranges.push(anchor..anchor);
}
}
editor.change_selections(Some(Autoscroll::fit()), cx, |s| {
s.select_anchor_ranges(ranges)
})
});
}
}
}
pub fn jump_motion(
map: &DisplaySnapshot,
anchor: Anchor,
line: bool,
) -> (DisplayPoint, SelectionGoal) {
let mut point = anchor.to_display_point(map);
if line {
point = motion::first_non_whitespace(map, false, point)
}
(point, SelectionGoal::None)
}